Jun 7 2016

I have not tested this since 2013 and as such I cannot acknowledge if it was ever resolved, however as requested I have bumped up the severity of the issue, as I do agree that it will impact on the quality of play-ability in Tanoa.

In the helicopter showcase on versions <0.53 I received a solid 60FPS with vsync on. With the latest dev build (104268) I still see my FPS fall as low as 12-23fps when there is any activity, for example firing rockets on the mortar crew.

Lowered my draw distance from 3800 to 2800, FXAA from Ultra to High, Clouds to standard, Shadows to standard, object, terrain detail etc all down from Very High to High. Still no significant increase in FPS.

The game is now unplayable for me, even with my more than reasonable PC specs (as listed above in additional info)

As stated many times already, this game already has full support for positional 6 degree's of freedom head tracking, as did arma and arma2.

The occulus rift is certainly no different, if anything it could be considered a hinderance, extremely low resolution display, non-positional head tracking and creates a disorientating immersion.

The only difference between the Occulus Rift and the existing head tracking implementation is that essentially rather than turning your head while trying to maintain eye contact with your fixed screen position, you can turn your head without trying to look at the screen out of the corner of your eyes.

When I am not using my TrackIR in game, I still frequently use the ALT key to be able to look around.

Implementing Occulus Rift support would certainly not create any sort of advantage or provide any features that give any sort of advantage to users without the hardware, it uses the same features that are already available in the game right now.

I think to say it surpasses is a little rash, given the scope of ARMA. The level of realism the OP is seeking would be better found in VBSII.

The ARMA franchise is a great military "game". If you want a full blown simulator you should be looking at BI's flagship product, the "simulator" called VBS. (The very product this game is derived from).

Just to expand on this a little further, I have tested this with passengers whom are also able to survive. In the video, I myself am a co-pilot (passenger) but have taken control for the purpose of the test.

I have always assumed that this was a feature, by design. As you stated, to allow you to adjust your aim without moving your entire body and potentially giving away your position. I have not tested this but if you enable an aiming deadzone it will likely only snap back to the extreme of that setting.

If I recall correctly, this was actually a feature of ARMA1 and by default it even had an aiming deadzone set by default out of the box, this allowed you to adjust your aim without your body moving.

Try turning up your aiming deadzone in arma3 and you will see what I mean.

Proned is the only position where I would expect to be able to fire at a higher rate with more accuracy. at the moment you have to fire the weapon in single shot's much like a sniper rifle.. this isnt what LMG's were intended for!